point maps (wip)
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 790f9a1b8ffb6cf7e523077bb7030e86d2693f7f..10e416325b306529daa4ec9d0f6f2faa369098b2 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
 #ifndef WORLD_RENDER_H
@@ -405,8 +405,11 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
          render_gate( world, gate, cam, layer_depth );
       }
       else if( gate->type == k_gate_type_nonlocel ){
-         world_instance *dest_world = &world_global.worlds[ gate->target ];
-         render_gate( dest_world, gate, cam, layer_depth );
+         if( skaterift.async_op != k_async_op_world_loading &&
+             skaterift.async_op != k_async_op_world_preloading ){
+            world_instance *dest_world = &world_global.worlds[ gate->target ];
+            render_gate( dest_world, gate, cam, layer_depth );
+         }
       }
       else
          world->rendering_gate = NULL;
@@ -415,17 +418,16 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
 
 VG_STATIC void world_prerender( world_instance *world )
 {
-   static double g_time = 0.0;
-   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+   world->time += vg.time_delta * (1.0/(k_day_length*60.0));
 
    struct ub_world_lighting *state = &world->ub_lighting;
 
-   state->g_time = g_time;
+   state->g_time = world->time;
    state->g_realtime = vg.time;
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-   state->g_time_of_day = vg_fractf( g_time );
+   state->g_time_of_day = vg_fractf( world->time );
    state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
    state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
 
@@ -438,9 +440,7 @@ VG_STATIC void world_prerender( world_instance *world )
    state->g_sun_dir[2] = 0.2f;
    v3_normalize( state->g_sun_dir );
 
-
    world->probabilities[ k_probability_curve_constant ] = 1.0f;
-
    float dp = state->g_day_phase;
 
    world->probabilities[ k_probability_curve_wildlife_day ] =
@@ -448,7 +448,6 @@ VG_STATIC void world_prerender( world_instance *world )
    world->probabilities[ k_probability_curve_wildlife_night ] = 
       1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
       
-
    glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
    glBufferSubData( GL_UNIFORM_BUFFER, 0, 
                     sizeof(struct ub_world_lighting), &world->ub_lighting );